-last edited on Aug 12, 2018 22:39:09 GMT by RuleJJ
Post by RuleJJ on Aug 12, 2018 22:38:58 GMT
The Mercenary Village is a place where people go when they don’t have anywhere else. A sizable town, it is also a major trading hub in the South. It is located on the northern border of the Dragon Kingdom, not too far from the Endless Sea.
Anyone who does not want to be part of an HQ should go here. The HQs can come here to hire mercenaries.
Positions Mayor (x1): Open
One year ago, Lord Ulrich von Zweihand, a Sylvanian nobleman, enlisted mercenaries, farmers, and any other volunteers to help battle the Xain Invasion. A portion of this force has remained in the Mercenary Village, available for hire to the highest bidder.
-last edited on Aug 18, 2018 18:41:02 GMT by Mike16Ike19: Needed more work
Post by Mike16Ike19 on Aug 18, 2018 18:37:06 GMT
Name: Gartt Ruthkie
Age: 17
Hair: White, Shaved down to the scalp for stealth.
Eyes: Light blue eyes. (Almost white blue)
Teeth: All present
Ears: Both present, slightly pointed
Nose: Present
Complexion: Fair
Weight: 169 lbs.
Build: Wiry
Height: 6.4 feet
Distinguishing scars: None visible
Father: Gatta Ruthkie, Elf, Deceased
Mother: Sarahmura Ruthkie, Woman, Deceased
Race: Man/Elf
Class: Archer/Rouge
History: Not much information is available on Gartt Ruthkie except that more about his past in The Frigid North might be uncovered by those who seek Jer’air Pilk at the Tavern...
Rumor: Gartt will not take any job that pays because all jobs must fit into his ridged sense of justice. Gartt might have a full elf half-sister skilled in herbal lore.
Standard Attire: Dark brown cloak, Black, hooded, knee length linen jacket, leather gauntlets, shin-braced leather boots, concealed leather jerkin for light protection
Full-arm: Katana, back scabbard
Side-arm: Dirk sized katana
Concealed-arm: Needle bladed dagger
Ranged-arm: Compact, strongbow, disassembled and concealed in sides of cloak, quiver, left hip
Specialized-arm: 14” Blow-dart gun, right thigh holster, with assorted poison darts, belt pouch
Items: Gartt possess and will have with him at any time a small collection of useful items such as flint and steel, a sharpening kit, and very basic medical equipment.
OOC: If I'm not doing this right please correct the mistakes I might make.
IC: *Enters Mercenary Village.* Garrt's clothes are sodden. His boots and the hem of his cloak are caulked with damp mud. *Looks around at the village.* Strides quickly into the shadows of the buildings to quietly seek out an inn and accommodations.
Name: Tathar Ornonna Age: Young Adult (18-21) Hair: Auburn Eyes: Dark blue with gold flecks Skin Tone: Tanned/Bronze Race: Elf Birth Town: Sylvania General Description: Willowy figure, stands at five feet five, brown travelling cloak with hood, loose white shirt with leather vest over it, navy blue semi fitted pants, boots to above to just above the knee, hair comes to lower back in loose ringlets, gauntlets for the wrists, wrapping to protect when shooting her bow, gold chain with a ring on it Skills/Class: Archer Gets along spectacularly with animals, reads people generally very well Items: Carven bow and arrows with white fletchings, small boot dagger, chain mail shirt in camping supplies, leather jerkin with the mixed flags of Sylvania and Auraboria on the front, camping supplies on saddle, unicorn who's horn was stolen (pearl colored friesian type (look them up, they are beautiful horses!)), hawk (named Estho), a notebook filled with her thoughts and clues Backstory: Her father, Alalme Ornonna from Auraboria, and her mother, Nimbreth (maiden name Thond) Ornonna dissapeared when she was fifteen. She is determined to try to find them, suspecting foul play, and goes on adventures to track down clues which she records in her well loved notebook. She writes every month to her best childhood friend Mattock, a human, to keep him posted on her search. He would come to help her on her quest if he could but is unable to because of his parents. Because of her circumstances Tathar must be brave and she has a strong will. She can be quite stubborn and headstrong. She still retains some senses of loyalty to her birth town and fathers birth town.
Name: Fawn Ondo Age: 16-18 Hair: Silver grey, just under shoulder length Eyes: Dark gray Skin Tone: Stone Grey Race: Kriatoma /Grayling\ General Description: Slight figured, standing at five foot three height, very dark blue cloak with a deep hood, black scarf to cover her lower face, black gloves, dark blue tunic that is knee length and split to the belt in the front, dark brown loosely fitted pants, knee length brown leather boots, black and silver locket on silver chain covered in runes that matches dagger Skills/Class: Rouge/Herbalist has quite the green thumb, deals with plants easily, because she is so quite and knows how to make herself seem small she is easily overlooked making it easy for her to sneak around, the herby-plantish smell can give her away though, more likely to be a thief than an assassin Items: long thin dagger (black and silver with runes) that she keeps concealed, various pouches containing dried herbs and plants, messenger bag containing her bedroll (money, ect), two lion cubs (a brother and sister, Zion and Zelda) kept back at her shack in the mercenary village, her father's compass, and her mother's locket Backstory: Her father, Gon Ondo, and her mother, Duin Ondo, died when she was seven. She was forced to work as a servant girl to survive. Fawn suffered great misery as the small village she lived in had a particular intolerance for greylings (or really everything other than them). So when she turned 16 she left the village and tried to make a life for herself. She bought the lion cubs from a travelling caravan 7 months prior to this game. Because of her hostile past she conceals herself and tries to stay off the radar. She is fearful, mistrusting, and flighty, but she is also caring, kind, and somewhat naive. Fawn wanders around getting work where she can, drifting. Every few weeks she goes back to check on her cubs and shack.
(Okay, there they are. Let me know if I need to change anything or whatever. )
Hair: White, Shaved down to the scalp for stealth.
Eyes: Light blue eyes. (Almost white blue)
Teeth: All present
Ears: Both present, slightly pointed
Nose: Present
Complexion: Fair
Weight: 169 lbs.
Build: Wiry
Height: 6.4 feet
Distinguishing scars: None visible
Father: Gatta Ruthkie, Elf, Deceased
Mother: Sarahmura Ruthkie, Woman, Deceased
Race: Man/Elf
Class: Archer/Rouge
History: Not much information is available on Gartt Ruthkie except that more about his past in The Frigid North might be uncovered by those who seek Jer’air Pilk at the Tavern...
Rumor: Gartt will not take any job that pays because all jobs must fit into his ridged sense of justice. Gartt might have a full elf half-sister skilled in herbal lore.
Standard Attire: Dark brown cloak, Black, hooded, knee length linen jacket, leather gauntlets, shin-braced leather boots, concealed leather jerkin for light protection
Full-arm: Katana, back scabbard
Side-arm: Dirk sized katana
Concealed-arm: Needle bladed dagger
Ranged-arm: Compact, strongbow, disassembled and concealed in sides of cloak, quiver, left hip
Specialized-arm: 14” Blow-dart gun, right thigh holster, with assorted poison darts, belt pouch
Items: Gartt possess and will have with him at any time a small collection of useful items such as flint and steel, a sharpening kit, and very basic medical equipment.
OOC: If I'm not doing this right please correct the mistakes I might make.
IC: *Enters Mercenary Village.* Garrt's clothes are sodden. His boots and the hem of his cloak are caulked with damp mud. *Looks around at the village.* Strides quickly into the shadows of the buildings to quietly seek out an inn and accommodations.
OOC: That's fantastic!
IC: The first inn he finds is small, really just an accessory to the adjacent stables, but the sign above the door proclaims what it is in slightly sloppy text.
Name: Tathar Ornonna Age: Young Adult (18-21) Hair: Auburn Eyes: Dark blue with gold flecks Skin Tone: Tanned/Bronze Race: Elf Birth Town: Sylvania General Description: Willowy figure, stands at five feet five, brown travelling cloak with hood, loose white shirt with leather vest over it, navy blue semi fitted pants, boots to above to just above the knee, hair comes to lower back in loose ringlets, gauntlets for the wrists, wrapping to protect when shooting her bow, gold chain with a ring on it Skills/Class: Archer Gets along spectacularly with animals, reads people generally very well Items: Carven bow and arrows with white fletchings, small boot dagger, chain mail shirt in camping supplies, leather jerkin with the mixed flags of Sylvania and Auraboria on the front, camping supplies on saddle, unicorn who's horn was stolen (pearl colored friesian type (look them up, they are beautiful horses!)), hawk (named Estho), a notebook filled with her thoughts and clues Backstory: Her father, Alalme Ornonna from Auraboria, and her mother, Nimbreth (maiden name Thond) Ornonna dissapeared when she was fifteen. She is determined to try to find them, suspecting foul play, and goes on adventures to track down clues which she records in her well loved notebook. She writes every month to her best childhood friend Mattock, a human, to keep him posted on her search. He would come to help her on her quest if he could but is unable to because of his parents. Because of her circumstances Tathar must be brave and she has a strong will. She can be quite stubborn and headstrong. She still retains some senses of loyalty to her birth town and fathers birth town.
That looks excellent! I like the use of lore from the greater world.
Name: Fawn Ondo Age: 16-18 Hair: Silver grey, just under shoulder length Eyes: Dark gray Skin Tone: Stone Grey Race: Kriatoma /Grayling\ General Description: Slight figured, standing at five foot three height, very dark blue cloak with a deep hood, black scarf to cover her lower face, black gloves, dark blue tunic that is knee length and split to the belt in the front, dark brown loosely fitted pants, knee length brown leather boots, black and silver locket on silver chain covered in runes that matches dagger Skills/Class: Rouge/Herbalist has quite the green thumb, deals with plants easily, because she is so quite and knows how to make herself seem small she is easily overlooked making it easy for her to sneak around, the herby-plantish smell can give her away though, more likely to be a thief than an assassin Items: long thin dagger (black and silver with runes) that she keeps concealed, various pouches containing dried herbs and plants, messenger bag containing her bedroll (money, ect), two lion cubs (a brother and sister, Zion and Zelda) kept back at her shack in the mercenary village, her father's compass, and her mother's locket Backstory: Her father, Gon Ondo, and her mother, Duin Ondo, died when she was seven. She was forced to work as a servant girl to survive. Fawn suffered great misery as the small village she lived in had a particular intolerance for greylings (or really everything other than them). So when she turned 16 she left the village and tried to make a life for herself. She bought the lion cubs from a travelling caravan 7 months prior to this game. Because of her hostile past she conceals herself and tries to stay off the radar. She is fearful, mistrusting, and flighty, but she is also caring, kind, and somewhat naive. Fawn wanders around getting work where she can, drifting. Every few weeks she goes back to check on her cubs and shack.
(Okay, there they are. Let me know if I need to change anything or whatever. )
That's a great bio, but there are some things you need to know about the Kriatoma. First of all, they are primarily a warrior society, but that doesn't mean everyone among them is a warrior. Second, they have pretty much lived as a single group since they lost control of Co'Ren. Third, and most important, all of them were in stasis (basically a potentially infinite hibernation) until a year ago. They were awoken by Alpida and fought off the Xains in Oruthal before helping the defeat the main bulk of their army in the Dragon Kingdom.
I would say this character could work very well as a goblin or an orc. You could definitely still keep her as a Kriatoma, but you would need to make some tweaks.
Finally, I was going to say that there aren't lions here anymore, but there is every possibility that some were recently brought over from Kahltrain, so I'll allow it.
Hair: White, Shaved down to the scalp for stealth.
Eyes: Light blue eyes. (Almost white blue)
Teeth: All present
Ears: Both present, slightly pointed
Nose: Present
Complexion: Fair
Weight: 169 lbs.
Build: Wiry
Height: 6.4 feet
Distinguishing scars: None visible
Father: Gatta Ruthkie, Elf, Deceased
Mother: Sarahmura Ruthkie, Woman, Deceased
Race: Man/Elf
Class: Archer/Rouge
History: Not much information is available on Gartt Ruthkie except that more about his past in The Frigid North might be uncovered by those who seek Jer’air Pilk at the Tavern...
Rumor: Gartt will not take any job that pays because all jobs must fit into his ridged sense of justice. Gartt might have a full elf half-sister skilled in herbal lore.
Standard Attire: Dark brown cloak, Black, hooded, knee length linen jacket, leather gauntlets, shin-braced leather boots, concealed leather jerkin for light protection
Full-arm: Katana, back scabbard
Side-arm: Dirk sized katana
Concealed-arm: Needle bladed dagger
Ranged-arm: Compact, strongbow, disassembled and concealed in sides of cloak, quiver, left hip
Specialized-arm: 14” Blow-dart gun, right thigh holster, with assorted poison darts, belt pouch
Items: Gartt possess and will have with him at any time a small collection of useful items such as flint and steel, a sharpening kit, and very basic medical equipment.
OOC: If I'm not doing this right please correct the mistakes I might make.
IC: *Enters Mercenary Village.* Garrt's clothes are sodden. His boots and the hem of his cloak are caulked with damp mud. *Looks around at the village.* Strides quickly into the shadows of the buildings to quietly seek out an inn and accommodations.
OOC: That's fantastic!
IC: The first inn he finds is small, really just an accessory to the adjacent stables, but the sign above the door proclaims what it is in slightly sloppy text.
OOC: Thank you. I am quite relieved.
IC: Silently opening the door(and shuddering with disgust at the thought of sharing quarters with mercs.) Gartt steps up the counter, rings, and waits for the innkeeper to materialize. While waiting he subtly searches all the building that he can see from his position.
Hair: White, Shaved down to the scalp for stealth.
Eyes: Light blue eyes. (Almost white blue)
Teeth: All present
Ears: Both present, slightly pointed
Nose: Present
Complexion: Fair
Weight: 169 lbs.
Build: Wiry
Height: 6.4 feet
Distinguishing scars: None visible
Father: Gatta Ruthkie, Elf, Deceased
Mother: Sarahmura Ruthkie, Woman, Deceased
Race: Man/Elf
Class: Archer/Rouge
History: Not much information is available on Gartt Ruthkie except that more about his past in The Frigid North might be uncovered by those who seek Jer’air Pilk at the Tavern...
Rumor: Gartt will not take any job that pays because all jobs must fit into his ridged sense of justice. Gartt might have a full elf half-sister skilled in herbal lore.
Standard Attire: Dark brown cloak, Black, hooded, knee length linen jacket, leather gauntlets, shin-braced leather boots, concealed leather jerkin for light protection
Full-arm: Katana, back scabbard
Side-arm: Dirk sized katana
Concealed-arm: Needle bladed dagger
Ranged-arm: Compact, strongbow, disassembled and concealed in sides of cloak, quiver, left hip
Specialized-arm: 14” Blow-dart gun, right thigh holster, with assorted poison darts, belt pouch
Items: Gartt possess and will have with him at any time a small collection of useful items such as flint and steel, a sharpening kit, and very basic medical equipment.
OOC: If I'm not doing this right please correct the mistakes I might make.
IC: *Enters Mercenary Village.* Garrt's clothes are sodden. His boots and the hem of his cloak are caulked with damp mud. *Looks around at the village.* Strides quickly into the shadows of the buildings to quietly seek out an inn and accommodations.
OOC: That's fantastic!
IC: The first inn he finds is small, really just an accessory to the adjacent stables, but the sign above the door proclaims what it is in slightly sloppy text.
Name: Tathar Ornonna Age: Young Adult (18-21) Hair: Auburn Eyes: Dark blue with gold flecks Skin Tone: Tanned/Bronze Race: Elf Birth Town: Sylvania General Description: Willowy figure, stands at five feet five, brown travelling cloak with hood, loose white shirt with leather vest over it, navy blue semi fitted pants, boots to above to just above the knee, hair comes to lower back in loose ringlets, gauntlets for the wrists, wrapping to protect when shooting her bow, gold chain with a ring on it Skills/Class: Archer Gets along spectacularly with animals, reads people generally very well Items: Carven bow and arrows with white fletchings, small boot dagger, chain mail shirt in camping supplies, leather jerkin with the mixed flags of Sylvania and Auraboria on the front, camping supplies on saddle, unicorn who's horn was stolen (pearl colored friesian type (look them up, they are beautiful horses!)), hawk (named Estho), a notebook filled with her thoughts and clues Backstory: Her father, Alalme Ornonna from Auraboria, and her mother, Nimbreth (maiden name Thond) Ornonna dissapeared when she was fifteen. She is determined to try to find them, suspecting foul play, and goes on adventures to track down clues which she records in her well loved notebook. She writes every month to her best childhood friend Mattock, a human, to keep him posted on her search. He would come to help her on her quest if he could but is unable to because of his parents. Because of her circumstances Tathar must be brave and she has a strong will. She can be quite stubborn and headstrong. She still retains some senses of loyalty to her birth town and fathers birth town.
That looks excellent! I like the use of lore from the greater world.
YAY! I'm glad. I did try my best to make here work with the bigger picture somewhat.
Name: Fawn Ondo Age: 16-18 Hair: Silver grey, just under shoulder length Eyes: Dark gray Skin Tone: Stone Grey Race: Kriatoma /Grayling\ General Description: Slight figured, standing at five foot three height, very dark blue cloak with a deep hood, black scarf to cover her lower face, black gloves, dark blue tunic that is knee length and split to the belt in the front, dark brown loosely fitted pants, knee length brown leather boots, black and silver locket on silver chain covered in runes that matches dagger Skills/Class: Rouge/Herbalist has quite the green thumb, deals with plants easily, because she is so quite and knows how to make herself seem small she is easily overlooked making it easy for her to sneak around, the herby-plantish smell can give her away though, more likely to be a thief than an assassin Items: long thin dagger (black and silver with runes) that she keeps concealed, various pouches containing dried herbs and plants, messenger bag containing her bedroll (money, ect), two lion cubs (a brother and sister, Zion and Zelda) kept back at her shack in the mercenary village, her father's compass, and her mother's locket Backstory: Her father, Gon Ondo, and her mother, Duin Ondo, died when she was seven. She was forced to work as a servant girl to survive. Fawn suffered great misery as the small village she lived in had a particular intolerance for greylings (or really everything other than them). So when she turned 16 she left the village and tried to make a life for herself. She bought the lion cubs from a travelling caravan 7 months prior to this game. Because of her hostile past she conceals herself and tries to stay off the radar. She is fearful, mistrusting, and flighty, but she is also caring, kind, and somewhat naive. Fawn wanders around getting work where she can, drifting. Every few weeks she goes back to check on her cubs and shack.
(Okay, there they are. Let me know if I need to change anything or whatever. )
That's a great bio, but there are some things you need to know about the Kriatoma. First of all, they are primarily a warrior society, but that doesn't mean everyone among them is a warrior. Second, they have pretty much lived as a single group since they lost control of Co'Ren. Third, and most important, all of them were in stasis (basically a potentially infinite hibernation) until a year ago. They were awoken by Alpida and fought off the Xains in Oruthal before helping the defeat the main bulk of their army in the Dragon Kingdom.
I would say this character could work very well as a goblin or an orc. You could definitely still keep her as a Kriatoma, but you would need to make some tweaks.
Finally, I was going to say that there aren't lions here anymore, but there is every possibility that some were recently brought over from Kahltrain, so I'll allow it.
Thanks. : ) Sooo…. what would I need to change exactly? I obviously didn't realize that. XD Thanks for telling me. : D
IC: The first inn he finds is small, really just an accessory to the adjacent stables, but the sign above the door proclaims what it is in slightly sloppy text.
OOC: Thank you. I am quite relieved.
IC: Silently opening the door(and shuddering with disgust at the thought of sharing quarters with mercs.) Gartt steps up the counter, rings, and waits for the innkeeper to materialize. While waiting he subtly searches all the building that he can see from his position.
OOC: You're welcome.
IC: The room is small. There are only five round tables. Three of them have been pushed together and men sit around them talking loudly. At the fourth table, one man sits alone. The fifth is empty. There is a staircase at the back leading upstairs.
After several minutes, a balding, pot-bellied man steps out from the kitchen. "Wha' d' ya want?"
That's a great bio, but there are some things you need to know about the Kriatoma. First of all, they are primarily a warrior society, but that doesn't mean everyone among them is a warrior. Second, they have pretty much lived as a single group since they lost control of Co'Ren. Third, and most important, all of them were in stasis (basically a potentially infinite hibernation) until a year ago. They were awoken by Alpida and fought off the Xains in Oruthal before helping the defeat the main bulk of their army in the Dragon Kingdom.
I would say this character could work very well as a goblin or an orc. You could definitely still keep her as a Kriatoma, but you would need to make some tweaks.
Finally, I was going to say that there aren't lions here anymore, but there is every possibility that some were recently brought over from Kahltrain, so I'll allow it.
Thanks. : ) Sooo…. what would I need to change exactly? I obviously didn't realize that. XD Thanks for telling me. : D
You could either change her to a goblin or an orc or you could just say she left home right after the Kriatoma were awakened one year ago.
IC: Silently opening the door(and shuddering with disgust at the thought of sharing quarters with mercs.) Gartt steps up the counter, rings, and waits for the innkeeper to materialize. While waiting he subtly searches all the building that he can see from his position.
OOC: You're welcome.
IC: The room is small. There are only five round tables. Three of them have been pushed together and men sit around them talking loudly. At the fourth table, one man sits alone. The fifth is empty. There is a staircase at the back leading upstairs.
After several minutes, a balding, pot-bellied man steps out from the kitchen. "Wha' d' ya want?"
IC: *not whispering, but quiet enough not to be overheard* How much for one weeks stay? Oh, and if you serve food in this establishment bring me a meal at the empty table,and be swift. *surveys the room again*
Hair: White, Shaved down to the scalp for stealth.
Eyes: Light blue eyes. (Almost white blue)
Teeth: All present
Ears: Both present, slightly pointed
Nose: Present
Complexion: Fair
Weight: 169 lbs.
Build: Wiry
Height: 6.4 feet
Distinguishing scars: None visible
Father: Gatta Ruthkie, Elf, Deceased
Mother: Sarahmura Ruthkie, Woman, Deceased
Race: Man/Elf
Class: Archer/Rouge
History: Not much information is available on Gartt Ruthkie except that more about his past in The Frigid North might be uncovered by those who seek Jer’air Pilk at the Tavern...
Rumor: Gartt will not take any job that pays because all jobs must fit into his ridged sense of justice. Gartt might have a full elf half-sister skilled in herbal lore.
Standard Attire: Dark brown cloak, Black, hooded, knee length linen jacket, leather gauntlets, shin-braced leather boots, concealed leather jerkin for light protection
Full-arm: Katana, back scabbard
Side-arm: Dirk sized katana
Concealed-arm: Needle bladed dagger
Ranged-arm: Compact, strongbow, disassembled and concealed in sides of cloak, quiver, left hip
Specialized-arm: 14” Blow-dart gun, right thigh holster, with assorted poison darts, belt pouch
Items: Gartt possess and will have with him at any time a small collection of useful items such as flint and steel, a sharpening kit, and very basic medical equipment.
OOC: If I'm not doing this right please correct the mistakes I might make.
IC: *Enters Mercenary Village.* Garrt's clothes are sodden. His boots and the hem of his cloak are caulked with damp mud. *Looks around at the village.* Strides quickly into the shadows of the buildings to quietly seek out an inn and accommodations.
Hola! RuleJJ & Mr.MerryMayhem may I please play the role of Jer'air Pilk?